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Everything posted by Francis90b
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I would disagree...i'd keep it as it is, and maybe design something that's specifically thought to be of 20 floors rather than 10 at a second moment.
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BSC - VIP / Girafe's skills on the BAT
Francis90b replied to Girafe's topic in SC4 BAT & Lot Workshop
Oh, i actually posted a piece of smoked pig shoulder, that is similar to ham . Those moscow buildings look very nice! And they would also easily fit where i live, some thousands of kilometers away ! But i would subscribe to TWrecks question...in which material is that roof supposed to be? -
I really like what i'm seeing! I would think it would be a good idea to do this version of the times as a ploppable only - as a growable, it might grow where you don't expect it to, and look completely out of place in certain situations. If you would like to do a growable, i think it would be a good idea to create a building that borrows from the times but is designed to fit into a rectangle, or just don't do anything at all.
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The more you observe, the more you will be able to think, reason and critic.The more you will be able to think, reason and critic, the more you will need to observe.
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Well, just make a test, then you will be able to tell . "give a man a fish, and you will feed him one day - teach him how to fish, and you will feed him for his entire life" I was following this while posting my comment about soot.And the juice is, try understanding why things look the way they look. For example, would you be able to tell me why a given area should be sooty or clean? Would you be able to make a guessing about it? Unless you don't, you won't be able to figure out - and anything you would be able to do would be to copy something that already exist without necessarily understanding it's logic, or, even worse, following your personal prejudices. The comment was therefore general in it's aim - but quite valid as far as soot is concerned. Speaking about your particular BAT, i could tell youwhat i think should be adressed - but wouldn't it be better to have you think about it, and get something that's valid not just for this BAT, but more in general?
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Could the fact that i really love the apartments, and i'm fantasizing about how i could use them in my game, be "something that demands immediate attention" ? I also think that the riverview is looking better now .
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HD:what you really do with exporting in HD is increasing fourfold or so the filesize of your BAT. Sure, a BAT is not as heavy as a movie would be, but the game would need to load the file each time it appears in your city - therefore it's best to keep small sizes. People like HD because they would associate it with "details", and since not everyone goes beyond the surface to discover the details, the implications and the small print, and most honestly don't really care too, you will often see people blabbering about HD "for players who want to showcase a lot of details in their city". I think that the texture should use some moderate darkening. I would also say it's not a good idea to add dirt before you have gotten everything else right on texture. Speaking about dirt, i think that a good way to possibly get good results with it is try understanding how it works. Look at a pic of this building, and similar buildings (e.g. stone-clad buildings) and look at how dirt is distributed.Observe them closely, then wonder yourself about why dirt had stained certain areas and not others. I have a feel that maybe it would be a good idea to remove the stonework on that part about which i insisted so much....actually i had it before, but i couldn't articulate it. The original design had them on it, but i think that your own version would work better without it.
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nybt-forum-threads Aaron Graham's NYBT Residential Thread
Francis90b replied to Aaron Graham's topic in SC4 BAT & Lot Workshop
Very interesting update.I didn't check wheter 605 and 41 PA layouts were on that site, it's nice to see they're there . Also, i'm glad to hear that 41PA is close to release .- 2,347 Replies
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Get yourself better soon . The spire windows look like they all have their blinds pulled down, while the arches above the sash windows but below the spire looks like they have no blind at all.
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Could the "yellow" part be recessed without problems? Blinds are looking good! You still need to work on the glass of the spire, right?
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Two things...use a bump map, and make the lines between tiles as if they were actually deeper in the building, and also increase the contrast between them and the stone, by, for example, making their colour much darker. You might just use three (flat) splines: one for the arch below (the big arch atop of which lies the area i was talking about), one for the stonework, and one for recessed area. Extrude them as needed, and copy and place them as many times as you want. They might be flat, because in this case the scale is rather small, and you could model things with flat splines or loft without really noticing the difference.
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Here's my points limited to this image: So, i cut a part of a pic of the said area in the RL building, and pasted it on your model. On the upper area of the following pic, you will see the result. On the lower area you will see a cropped version of my "collage", plus a coloured scheme.Colours in the scheme are the same i used in notes on the right of the scheme. EDIT: speaking about the limestone version you just posted just above this reply: Size looks better, but the whole looks too saturated and yellow, and you might try to make the lines between limestone tiles slightly more visible, even if it's not completely true in real life. 2nd edit:the "diamond" is the shape that looks more or less like this:
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That's the area that should have the gothic arch, that is something like this: You see, this arch is a bit shorter than the one you did. but i actually asked for the perspective render of another area - probably i replied too late for you to notice, though.
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In my last post i spoke about this area: And now i'd like to ask you to make a front perspective render, limited to this area only. From there, i will be also able to elaborate more.
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Nice changes ! On the second crown, i see you moved deeper inside the building the lower part, where glass should be - but you should do the same with the upper part, that is, the area between the glass area and the cornice above it. Also, would you mind to do a perspective shot of it just for me? Remember, the window on the slanted roof is topped by a gothic acute arch . Also, i'd try to move the sash windows (just them) still a bit further outward. For the texture, i'd try to give more contrast to the individual stone tiles - and i'd also try to make sure that the stone blocks a bit smaller.
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Sorry JWbuildings, are we speaking about this? In any case, please upload your pics to a photo-hosting website, like photobucket, and take a preview render, rather than a screenshot. (How to take a preview render): -Group all the objects that make up your model. -Scale this group vertically (Z axis)by 133%. -Center it on your scene - "x" and "y" coordinates for the group should be 0,0 -Click on the hammer you can see at the upper right of the right panel of your GMAX window. -Click on "BAT" You will see a "preview" button - click it, and set your "preview" according to your wishes (e.g Z5 south preview). Actually, it's easier done than said .
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I would second what Gutterclub said - it's not exactly a good idea to change settings like sun, etc. Things like BAT4max were set to re-create game environment, and by altering them it's easier to get something it would not fit it. Other than this, you should really compare it to in-game environment....take some screenshots in your city, then paste your building in them, and see how it looks.
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I would like to tell you two a tale...so, that's from where I started : Yeah, there was a time i was not very observant - and i developed it because i needed it for BATing and architecture courses. Everyone could do this, given some time and practice. Skyscraper241, i just google my pics, believe me .
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The ward memorial building: is the first one that comes to my mind - but to be honest i don't know much about Chicago, so it would be more correct to say it's also the only one that comes to my mind .
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BTW, you're doing this: right?
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I have the last three points to make about modelling - but, remember the last words i want to say about that - if you weren't doing an excellent job, then i couldn't find anything wrong with it....it sounds nonsensical, but it's true, things are far easier to notice on a great model than in a sloppy one. 1) So, concerning the area between the main tower mass and the rectangular annex: 2)Concerning the second crown: 3)Concerning window depht around the building: What does it mean "window depht"? I define "window depht" as the distance between the line of the facade and the line of the window frame - look at the pic. This model has it's three windows placed at three different dephts. That's always a tricky one - window depht can really alter the feel of a building, from the humblest building to the biggest one.In the end, it's a matter of fine-tuning and "feel" - but it's a key one. My thoughts are those: 3a) The sash windows you just modelled should be placed less deep inside the building.I'd guess that half of the current depht would work. 3b)The arch windows above the sash windows - that you also had to modify recently - should be sligtly less deep than what they are now - but be subtle with that, they should be still the windows that are the most deep inside the building. 3c)The windows on the crown, that is those who are separated by the butresses, should be placed slightly more deep inside the building - but be subtle with this as well - they should not feel deeper than the arch windows i've mentioned before.
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Help Needed with BAT measurements
Francis90b replied to JWbuildings's topic in SC4 BAT & Lot Workshop
Download google earth, find your building and measure it.This might give you a rough idea of it's widht and lenght. Then go in google street view, take screenshots of the building, if necessary correct them so that they feel more or less like a front elevation, and derive proportions (e.g. the conical tip of the silo is 0,1 times the height of the silo itself, and the silo's height it's five times it's diameter...) An height increase is necessary for the reasons that ganaram inukshuk mentioned, but the increase of height should be performed after you modelled everything...for now, find those dimensions, and model things according to the dimensions you've found. Then, when you're done, group all of your objects, and scale them by 133%. -
I took the old pic, and edited it a bit.Each colour represents a problem.
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This side: That looks towards south, towards the river and 333 N mich. EDIT: Noticed this: Would you mind to check it while you fix the sash windows?
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Il. , the background had been cut, it allows you to just copy and paste the image in an in-game screenshot to check how the building would look like in game. Darn42, BTW, would you mind to offer a Z5 and a Z4 preview of your tower - showing it's south side?
